Author Topic: Screamers?  (Read 542 times)

GossWeapon

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Screamers?
« on: February 28, 2012, 05:49:41 AM »
So is there a reason nobody likes the disc wannabes?  Obviously they are easy targets but they are also flying meltaguns in a codex without them.  Is it that they lack survivability or is it that they cost too much?

take the example of a group of ten marines in a rhino. rapid firing they can shoot, hit roughly 7 times, wound say 4 times and the screamers will fail two saves. in return three screamers charge and get 3 s8 melta hits, of which 2 hit (assuming it moved combat speed to fire), with average rolls more than enough to pen, yielding a fairly high chance of opening up a transport for something bigger to charge/kill.

But thats ideal conditions... they are fragile and costly to pack in numbers...

Any thoughts? Anyone have success or failure using them?  :-*
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Benjamin

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Re: Screamers?
« Reply #1 on: February 28, 2012, 06:38:31 AM »
I use Screamers from time to time. But they're not flying meltaguns. They're flying melta bombs. Meltaguns have AP 1, melta bombs do not. Meltaguns can be shot from a distance, meltabombs require base-to-base assault. Now, if assaults could be declared one at a time, rather than all at once, Screamers would be far more useful in opening up vehicles.
 
Math that assumes combat speed is not as practical as math based on cruising speed. I have to assume my Daemons need 6s to hit, because my opponents routinely exploit this. If I have three Screamers attacking a Rhino/Razorback, that's a 1/2 chance I'll hit, all hits will damage and basically 1/3 of those results will wreck or explode the vehicle. That's not exactly reliable, and anything short of that results in them getting lit up next round, dying a senseless death.

Screamers vs AV 14, that has mixed results for me. Basically, it's the same problem of hitting the vehicle on 6s, with less of a chance of crippling the vehicle. It's like hammering in a screw; it may get the job done, but it will never be pretty.

Screamers do have a couple other not-immedialely-obvious uses, though.

With a 4+ invulnerable save, sometimes they can occupy some rather tricky solo assault models, like Walkers or Mephiston. I'll aim for Walkers, because they are a really troublesome match-up for the Elite slots, which are generally the greatest strength in any Daemons list.

As they're jetbikes, I sometimes like Screamers to hold back and turbo-boost to contest objectives late-game.

Whatever you use them for, they're one-use units. They go in, take their chances and do not live to see the next turn. Having disposable units is not a bad thing; sometimes just counter-intuitive.

Screamers work much better when Skarbrand is on the field, but that's a whole other discussion. I like Skarbrand, but would competitively run many other units above him.

Also, don't put Screamers in Rapid Fire range! They have 12" movement and a 6" assault. You have to anticipate your opponent's movement and hopefully not scatter too far on your Deep Strike...
« Last Edit: February 28, 2012, 08:14:29 AM by Benjamin »

andalucien

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Re: Screamers?
« Reply #2 on: February 28, 2012, 09:45:38 AM »
I rarely play Daemons without using at least a throwaway squad of 3 Screamers.   For around 50 points you get a unit that has a HUGE influence on the board.   THey turbo-boost around getting a 3+ cover save...   and land raiders can't afford to ignore them, nor can any unit that is planning on occupying a table quarter or claiming  an objective, or that wants to shoot at some bloodletters or Fiends that may be behind them mooching a cover save.   Ever seen a twin-linked lascannon being fired at a straggling 17pt model unit with 3+ cover save?   I have, and it made me think, "well, I must be doing something right with this guy...". 
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Ed

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Re: Screamers?
« Reply #3 on: February 28, 2012, 12:09:03 PM »
So is there a reason nobody likes the disc wannabes?  Obviously they are easy targets but they are also flying meltaguns in a codex without them.  Is it that they lack survivability or is it that they cost too much?

take the example of a group of ten marines in a rhino. rapid firing they can shoot, hit roughly 7 times, wound say 4 times and the screamers will fail two saves. in return three screamers charge and get 3 s8 melta hits, of which 2 hit (assuming it moved combat speed to fire), with average rolls more than enough to pen, yielding a fairly high chance of opening up a transport for something bigger to charge/kill.

But thats ideal conditions... they are fragile and costly to pack in numbers...

Any thoughts? Anyone have success or failure using them?  :-*
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